Munitions and Power Armour


CBeet

 

Posted

Gizmos and gadgets, rockets and things which go freem are all staples of super-science, but short of being a trap artist or creator of a robotic army there're no real definitive way to make someone with tricks up their sleeves and enough explosives on their back to start a small war.

I propose a Munitions control set and a Power Armour assault and manipulation set, allowing for a full or partial super-tech or super-science wielder and, well, it'd just be plain cool


Munitions: It's not just superior firepower you're wielding, but superior tactics as well. By strategic use of payloads and devices you can control your enemies.
Pros: Self support, good hard control, multiple mez types
Cons: Long recharges, no real pet, negligible damage

*Web Grenade
*High Energy Taser (From wrist-mounted gun) - Ranged hold, moderate energy DoT
*Rubber Slug (From wrist-mounted gun) - Ranged knockback, minor smashing damage, very fast recharge
*Wide Area Web Grenade
*Distraction (Mob of holographic people running in all directions) - Targetted AoE confuse
*Emergency Cloak - Self invisibility, PBAoE placate, very long recharge
*Expanding Foam Grenade (From wrist-mounted gun) - Targetted AoE hold
*Emergency Flares (Activate from holographic wrist-computer, fire flares from back 360 around you which pop and fizzle after 20ft) - PBAoE foe -damage, -tohit, fear
*Distracting Payload (Summons a character in a random default costume who taunts) - Summon NPC taunt-bot who taunts all enemies within 25ft, applies -range before detonating for an AoE stun


Power Armour: No matter the origin, you cannot deny arming yourself from head to toe is a bad thing to do in a combat situation. A Power Armour user has the unique ability to unleash attacks in quick succession in emergency situations.
Pros: High potential burst damage, reliable DPS, high number of AoEs
Cons: Majority Smashing/Lethal damage, high endurance costs, relies on power spam which leaves little room for the primary or epic powers and means extended rooting in animations

*Wrist Burst (Burst fire from wrist-mounted gun) - Ranged minor lethal damage, -def
*Wrist Slug (A quick punch to the air while firing the wrist-mounted gun) - Ranged high lethal damage, -def, chance to stun
*Charged Knuckle (A simple left or right hook with a sleek armour-like forcefield gauntlet around the hand) - Melee high smashing damage
*Power Pulse (Sped up Nova build-up and release of forcefield-like waves) - PBAoE moderate smashing damage, chance for knockdown
*Unleash (Button-pressing on wrist-mounted holographic keyboard) - Self +damage, decreases all animation times of Power Armour attacks to 0.5-1 second for 6 seconds, moderate recharge, self -recovery for 20 seconds
*Bunker Busters (Fire rockets from both wrist-mounted guns) - Targetted very small AoE, high smashing/fire damage, knockback
*Supressive Fire (Spray bullets in a wide cone from wrist-mounted guns) - Cone minor lethal DoT, -def, high chance for fear
*Triage Beacon
*Missile Barrage (Alternate Integration animation followed by a swarm of small missiles firing from the character to a target) - Targetted minor lethal DoT AoE, large radius, very fast recharge, chance for immobilize


Thanks for reading, any and all feedback is appreciated.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Posted

Quote:
*Distraction (Mob of holographic people running in all directions) - Targetted AoE confuse
How about a telekinesis-style effect, based on distraction lasers. Wrist-mounted projector turns on and it locks you down but puts forward a cone of very high mag confuse, or maybe a constant pelting of low mag confuse + low mag disorient. It would be a powerful power, but confused/disoriented enemies move around so it would be limited by your ability to immobilize them first or your teams' ability to control them.


For AoE immobilize: Cover Fire: Spray a machinegun and cause DoT + immobilization in a cone and debuff the range/perception of enemies affected.


 

Posted

Quote:
Originally Posted by CBeet View Post
*Distracting Payload (Summons a character in a random default costume who taunts) - Summon NPC taunt-bot who taunts all enemies within 25ft, applies -range before detonating for an AoE stun
I like the idea, but not the implementation. If this is what's supposed to replace the T9 pet in a normal control set, I'd expect it to be as good as the pet - Not just an AoE stun with a gimmick.

Here's what I'd do:

-First, make it a permanent pet.
-Give it an autopower that gives it a reasonable amount of unresistable resistance and defence, a 100% unresistable regeneration debuff, and 100% resist, defense, heal and regeneration resistance. This makes it so that its built in resistance and defense are all it gets - it can neither be buffed nor debuffed. The heal and regeneration resistance mean that it can't recover from its injuries. This guy is built to die, just not right away.
-Give it an AoE autopower that applies a taunt and a slow.
-Give it several fast recharging, short duration ranged AoE mezzes (Knockdown, Immob, Stun), each with a brute/tank style built-in taunt. No damage in any of its attacks.
-Give it a death power, like Nemesis Vengeance or Rikti Monkey Gas. Make the power roughly equal to EM Pulse: Stun, End Drain, -Recovery. It may or may not need the the Damage to Robots part.


@Roderick

 

Posted

I like parts of the concept. For Munitions control, I'd rather see it use weapons. We already have plenty of cast control sets, but nothing using weapons. And there's some cool rocket/Grenade launchers in the game (even if they could stand to get a graphics upgrade) that we can't use.

For the Assault, I'd suggest sticking with Munitions rather than Power Armor, because the idea of Power Armor, at least in CoH, is better covered with costuming than powersets. But if you made Munitions Assault, with some re-purposed AR attacks, the SoA Pummel, and maybe something new to be set specific, I'd be all over it.

Trick Arrow/Archery Assault would be nice too.


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